Besides DMC 5 I am totally hooked on a game called Super Animal Royale. It's a super cute top-down 2D battle royale game with animals. I love it so much and just can't stop playing. It's simple and easy for anyone to play and enjoy no complex gimmicks or controls. I totally recommend checking it out with the free online demo.
It's on Steam now and might come to consoles later.

Rumors have abounded for quite some time that Google has been gearing up to spearhead the games industry via a streaming service but today the tech giant made it official at the Game Developers Conference in San Francisco. Their new game service, Stadia, is being designed to run on everything from PCs to Android phones and Google Chromecast devices by means of streaming technology.
Essentially, games played using Google Stadia will run on the company's own centralized servers, taking user input via the controller and sending back video and audio with no download or install (or patch/update) necessary. Google exec Phil Harrison demoed the process on-stage, showing a comparison between playing on Google's own Pixel 3 XL and what he referred to as the least powerful PC they could find; both worked equally as well.
Google states that Stadia games will run as 1080p, 60 frames per second; also, 4K will be supported at launch, with plans for eventual 8K support. There's also a controller you'll be able to buy which connects over Wi-Fi instead of Bluetooth; among the usual face buttons, d-pad, and analog sticks, there will also be a capture button to save and share your screencaps/gameplay with others over social media.
Also worth noting: Harrison and Head of Stadia Games and Entertainment Jade Raymond both confirmed that Google Stadia will have its own exclusive first-party games from their studio as well as in partnership with other developers.
The only release window given so far for both Stadia and the controller is 2019.
However, not everyone is as bullish on Google Stadia as the company is. The reaction on social media thus far is pretty split, with many showing their support for the news, and many also equally questioning its viability this early on. IGN's Max Scoville had some criticism for those who are writing off Stadia entirely before its release.
But a few other Twitter users retorted back with a few realistic points of their own.
While the idea of streaming games anywhere is highly appealing, it is a fact that broadband isn't readily available to everyone everywhere just yet, not only in the United States but in many countries around the world. The question is: can Google Stadia can take off regardless of that fact? We'll have to wait and see how things play out.
Source: Ars Technica, Endgadget

The classic Data East game Windjammers has had a massive resurgence in popularity in recent years, thanks to Giant Bomb raising awareness of the title during their many gameplay livestreams (you can check out the story behind that in this Waypoint article). So much so, in fact, that publisher DotEmu decided to grab the rights to re-release the original game and even produce a full-blown sequel.
And while Windjammers 2 was originally announced in August of last year, we're only just getting our first official look at the gameplay in today's new trailer. Featuring some fast-paced, frenzied disc-flying action, the footage also provides a glimpse at the new players, abilities, and the game's gorgeous, hand-drawn visuals and animations.
Check out the new trailer below.
Windjammers 2 doesn't have a release date just yet but the game is expected to release in 2019 on Nintendo Switch and PC.
Source: Press Release

Many 3DS owners are likely familiar with Gunman Clive, a 2D action game with a Wild West theme that caught worldwide attention after it rose to the top of the Japanese 3DS eShop charts and was noted for its relatively inexpensive price ($1.99 USD) when compared to the game's high quality.
The game’s developer, Bertil Hörberg, went on to develop a sequel and, more recently, the Gunman Clive HD Collection, which just released on Switch in January. Now Hörberg has revealed what his next project is, a game called Mechstermination Force.
Like the Gunman Clive titles, this is also an action game though this time it has a unique twist: the gameplay is comprised of boss rush fights against giant robots. Hörberg describes it as a “mix of Contra and Shadow of the Colossus” and also mentions that the game is quite a lot bigger than the Gunman Clive titles, adding that this is the first of his projects where he’s hired additional people to help.
Mechstermination Force is currently scheduled to release on the Nintendo Switch this Spring. Hörberg recently mentioned that the game has entered lotcheck (one of the last processes before a game releases, which involves certification) so expect a release date soon.
Source: Press Release

I also saw Bleach live action. I think it was as best as they could make it to be. Frame for frame for the most part it was very similar to the same as the manga but of course it all can't be. Oh and I don't like the guy they cast as Byakuya haha.
I need to rewatch that and also watch the live action too. I heard the live action was good but don't expect it to be amazing.

I'm surprised there's ANYONE still here, kek.
Also you flatter me, but virtually none of the art for Fantasia is made by me, it's my artists who do that, unless you mean those pieces i put in the game podunk art gallery, then yes- guilty as charged. I've been really enjoying art lately. When I enjoy art i do it a lot, and when i do it a lot i get better without even really trying.
I've continued to use virtually no references, it's a slow but much more independent learning process. I don't get hung up if i can't find a decent reference, i just guess and reshape until it looks about right.
I have taken to drawing a guide layer, which is just a very rough and vague pose reference i draw for my own sake.
I also sometimes have to check another drawing to check if the character details are right.
So yeah there's a couple recent drawings. Just as speed draws so you can see my unseemly and impractical drawing practises, lel.

FOOL. YOU MIGHT WANT TO THINK AGAIN.
Sillyness aside, my resolutions for this year are easy to keep too, do tai chi lessons when-so-ever I can afford them, get Fantasia Demo 2 released, and do a bunch of art.
Last year one of my resolutions was to up my animation game, and that went very well.
She's such a sweet.

I finished Fullmetal Alchemist: Brotherhood recently and I gotta say, it's amazing. Possibly the best anime I've ever seen. The pacing is great and never lets up, and even the more character-centric episodes are really good. But man, the last 15-20 episodes are pretty dang epic. Also, its epilogue episode is also one of the best I've ever seen; I wish more anime (and TV shows in general) would dedicate an entire episode to what happens after the final conflict.

Though Yacht Club Games originally were planning to release their final Shovel Knight campaign, King of Cards, along with Shovel Knight: Showdown (the multiplayer competitive mode), an amiibo 3-pack (featuring King Knight, Plague Knight, and Specter Knight), and a physical version of Shovel Knight: Treasure Trove (the complete collection of every piece of Shovel Knight content in one package) on April 18, the indie developer has now announced one last delay for all of the content.
The reason for this is because the team needs more time to polish off the gameplay and make sure everything is in tip-top shape before they're satisfied with the final result. As for the amiibo, Yacht Club Games mentioned that their functionality is tied to the launch of King of Cards, which means it only makes sense to release them when that campaign is ready to go.
Due to all of this, Yacht Club Games is not announcing a new release date until they're certain of it, but insist that the delay should only push the release back several months.
Here are a few other interesting tidbits that the team revealed:
A new screenshot showcasing King of Cards reveals a brand new side-character named 'Traitorus,' who happens to be King Pridemoor's former advisor.
Another King of Cards screen reveals what the world map looks like; quite a bit different from Shovel of Hope's.
A new story screenshot shows Specter Knight rushing off to confront The Enchantress.
King of Card's levels are shorter than previous Shovel Knight levels but are more numerous (with more than 30).
At one point, Yacht Club wasn't sure if King Knight would fit on the 3DS due to his size, but that problem has since been solved.
Words of Magic and 8-4 Games have helped translate the game into 9 languages now.
In the meantime, stay tuned for a final release date for the rest of Shovel Knight's upcoming content.
Source: Yacht Club Games

I finished Terminator 1 and 2. Also I saw The Commuter which was basically taken again. Also got to see John Wick 2. I really like it and I think it was better than the first John Wick. Can't wait for the third movie. Lego Movie Part 2 I think was also better than the first movie. Batman was hilarious per usual.

I watched Overlord it was pretty good I liked it. Lots of bad reviews complaining but they are just idiots. It's WW2 with Nazi experiments, not a zombie movie. If you enjoy a good war movie and Wolfienstien games then you will enjoy this.

Developer: Atlus
Publisher: Atlus USA
Platform: PS4 and PS Vita
Release Date: December 4, 2018
ESRB: T for Teen
It was inevitable that, after so many years of Persona 4 spin-offs, 2017's critically-acclaimed RPG sequel Persona 5 would eventually follow suit. But of all the spin-offs to kick it off with it is bizarre to not only make the rhythm game titled Persona 5: Dancing in Starlight but Atlus even decided to simultaneously release another one for its less popular predecessor with Persona 3: Dancing in Moonlight.
By bundling the two games, as well as a PS4 port of Persona 4: Dancing All Night, one would think that even the most devoted Persona fans would be sated by the Persona Dancing: Endless Night Collection, but does this bundle really serve fans well or does it end up extorting their goodwill?
Of course, whatever flaws this collection has are not immediately discernible because of how captivating each game is from the get go. It does not really matter whether one starts out with either P5's Dancing in Starlight or P3's Dancing in Moonlight as each of them are absolutely striking from their stylish anime intro, the fluid dance movements of beloved Persona characters, slick menu interface, and plenty of other nostalgic bits and pieces. It is immediately inviting to anyone who has any reverence toward Persona 3-5 in raw aesthetic.
By being seemingly aware of its primary demographic Atlus included what is essentially several minutes of visual novel-esque exposition almost immediately upon starting either P3's or P5's rhythm title. This makes it quite reminiscent of their highly verbose role-playing game adventures, right down to familiar ambient cutscene music and sound effect chimes. Character models also look gorgeous; so much so that it can be argued the Persona 3 and Persona 5 cast members have not looked better in a 3D space (well, for P3 members there should not really be any argument, to be honest). The pure visual treat is almost enough to make one forget how that they have have next to nothing of actual substance during these scenes. Almost.
Unlike, let's say, Persona 4: Dancing All Night, which had a fairly in-depth visual novel story mode, the character interactions are put on the immediate wayside in both of the Persona 3/5 counterparts beyond the intro. The narrative context is such an afterthought that the setup for the entire game(s) is pretty much a vague competition and everyone involved can now magically dance based on the power of their feelings (even if some had zero experience before). Which, say what you want about the quality Persona 4: Dancing All Night's story context (...and I did at some point), but the P4 cast at least earned their sweet moves through weeks of actual dance practice. The piecemeal interactions that are there are quite disappointing, especially from the Persona 3 side, which is ironic given that the original game has several really well-developed characters.
This is a recurring theme of the Persona Dancing: Endless Night Collection where once you get over the charming visual veneer it is actually an extremely shallow and disappointing rhythm game experience. For example, those that played the Persona 4 Dancing a few years ago will be hard-pressed to notice any changes whatsoever to the actual central gameplay itself in either of the new iterations. While P4DAN was acceptable at the time as a first effort Vita-exclusive with fairly comprehensive gameplay, it had a lot basic rhythm game problems such as a lack of feedback for missing note presses, cluttered presentation for "scratch notes" that is much more glaring on higher difficulties, a broken scoring system, and a thin overall song selection. And frankly, all of these problems remain, including some new ones with the progression.
The most vivid disappointment of all is that the song selection is not only paltry by having twenty six songs for each retail release (two songs being locked behind a massive amount of side objective grinding), but the song remixes themselves are really underwhelming. While the P3 side feels the weight of this slightly less due to more song variety to draw from over the years, the P5 side has several songs used three times to shamelessly pad out the total and each remix frequently blurs together in their listlessness. It is very easy to go through most of the playable content for either Dancing in Moonlight or Dancing in Starlight at just around two hours.
To make the total song selection feel that much more insulting Atlus has the gall to sell a twenty-five dollar season pass for more songs. Which, by the way, the season pass does not even include every DLC song as there is an additional thirty dollars worth of character specific songs sold separately (each being five dollars). This means that if one bought the already premium priced "Endless Night Collection," Atlus still wants to exploit those same fans out of fifty-five more dollars to have a reasonable song selection alone. Although, to their credit, at least the titles have a decent selection of clothing/accessories choice already thrown in to contrast the exploitative approach of playable songs.
For as awe-striking as Persona Dancing: Endless Night Collection is in visual flourishes, it does not take long for the disappointing gameplay experience to remove the hollow mask and show its true form. The collection ends up being little more than mediocre rhythm games laced with exploitative business practices on its would-be fandom. It does not matter if one is a rhythm title enthusiastic, or a passionate fan of recent Persona titles, neither Dancing in Starlight or Dancing in Moonlight deserve the money or attention for how little is offered, even when they are combined in a collection.
Pros
+ Hits a lot of the P3/P5's nostalgic notes from amazing looking character models, slick interface, and iconic songs
+ Lots of positive reinforcement throughout that is especially enjoyable to hear with nearly all English voice actors reprising their former character roles (...except Fuuka's?)
Cons
- A lot of ho-hum remixes and paltry amount of playable songs for each game in an obvious attempt to sell more DLC
- Vapid, dull character interactions that are especially disappointing from the P3 side
- A huge amount of random objective "grinding" required to unlock the last couple of songs/character interactions
- Pretty much all the inherent gameplay problems back in P4:DAN remain unchanged
Overall Score: 4.5 (out of 10)
Below Average
Persona Dancing: Endless Night Collection is much better at presenting its list of disappointments as a rhythm game experience than it is at rewarding the passionate Persona fans that would attempt to enjoy it
Disclosure: This game was reviewed using downloadable PS4 code provided by the publisher.

Over a year later hi I'm back! :0
I don't think that will ever stop, I think this is the first time I've come back and haven't finished that project and moved onto a new one, wow.
Released Demo 1 of that on 3/14 of 2018, (who'da thought rite?) and Demo 2 is underway, this game got WAY ambitious WAY QUICK.
Okay this uses the LINE BREAK LIKE A CHEEKI BREEKI UNTIL THE VIDEO SHOWS UP formula, forgive me there's a lot of variant embed methods.
If you're blown away by how impressive this looks well thats why it takes so long to develop, it's very resource intensive and my artists are working round the clock to butt out the placeholders with the premium standard of their art.
I also have my own website now for quick easy access to all my big games and their trailers etc.
https://www.crazychimps.biz/

Last month, Nintendo's Damon Baker, who had become synonymous with the publisher's efforts to spearhead indie and third-party content, announced that he was leaving the company to take on a new role elsewhere.
Today, Baker officially revealed on Twitter that he is now the new Head of Portfolio at Xbox.
The rest of his tweet indicates that his role is still pretty much the same as it was at Nintendo, with him evaluating 2nd/3rd part content for Xbox's overall strategy. Still, a big congratulations to Baker on his move, especially as Xbox continues to make key moves that could indicate a brighter future for the console giant in the coming years as the next generation of gaming looms ahead.
Source: Damon Baker (via Twitter)

Nintendo's Shinya Takahashi dropped a bomb on unsuspecting Metroid fans today via a short video on the company's Youtube channel, saying that Metroid Prime 4 would be delayed and its development restarted.
Takahashi stated that Nintendo was not satisfied with the current state of the game and that it has "not reached the standards" they seek in a sequel to the Metroid Prime series.
Thus, the game is being handed over to the series' former steward, Retro Studios, and development will be restarted. Metroid Prime 4 was previously being worked on by Bandai Namco Singapore.
When will we next hear about the game, then? Takahashi stated that "it will be a long road until the next time we [Nintendo] will be able to update you on the development progress," indicating that it could be years.
The last new game Retro Studios completed was Donkey Kong Country: Tropical Freeze in 2014, and it took about 3.5 years for that game to be finished after its predecessor, Donkey Kong Country Returns, released in late 2010. Considering Retro's average timetable for developing games, then, it seems likely that we may not see Metroid Prime 4 until 2022 at the earliest, especially if all previous development is completely scrapped.
Former Retro Games Environment Artist Eric Kozlowsky revealed on Twitter that the company's former project may not be in production anymore if the studio has now taken on Metroid Prime 4 unless there are now two development teams.
Retro had been rumored to be working on a racing title called Star Fox: Grand Prix, though the game had not yet officially been announced.
In the meantime, legendary game designer Shigeru Miyamoto's famous words come to mind: "A delayed game is eventually good, but a rushed game is bad forever."
Source: Nintendo (via Youtube)

Developer: The Bearded Ladies Consulting
Publisher: Funcom
Platform: PS4, Xbox One, and PC
Release Date: December 4, 2018
ESRB: M for Mature
Note: This review is based on the PlayStation 4 version of the game
It does not take too much effort to find a game that's heavily inspired by the challenging turn-based tactical title X-COM: Enemy Unknown nowadays. But there is something to be said about encountering one that's well-made and reminds you why the X-COM formula is often so compelling.
Based on a fairly old Swedish pen-and-paper RPG, Mutant Year Zero: Road to Eden intends to do just that by taking its source material to the strategic, turn-based video game realm. It is a title that has some fresh ideas, even if its road to paradise is anything but neatly paved.
As one would guess from something strongly influenced by the late XCOM titles, Mutant Year Zero: Road to Eden boasts gun-centric turn-based tactical combat as well as plenty of oppressive difficulty options, such as permadeath or autosaving after every turn for those masochistic enough. But, beyond that obvious parallel, Mutant Year Zero revels in its post-apocalyptic world-building far more than X-COM. One of the primary distinctions is that the units the player has control over are mutants (referred to as "stalkers"), such as the on-the-nose titled "Dux," who as one likely guessed is an anthropomorphic duck, to the less obvious ones like the human-like Selma who can do stuff like bind enemies to the ground with tree roots despite looking relatively normal otherwise.
The more inspired aspects of the game come into play rather quickly as there is a heavy emphasis on stealth and gathering resources throughout the various zones. Most enemies have bright red vision cones and it is up to the player to wisely, or not, attempt to thin down enemy numbers before they can attempt to call reinforcements and likely start up a prolonged and difficult turn-based combat scenario. It creates an intriguing blend of real-time and turn-based elements while also encouraging thorough exploration for a new gun, piece of armor, or maybe even an old "relic" to bring back to the home base, referred to as the Ark, for various permanent upgrades.
While the player feels woefully equipped for most things early in, including stealth (with only one member able to use a silent weapon at the start), the game eventually starts to balance out as one garners new levels, skills, and equipment. There is a fair amount of flexibility in tactical options such as lopping a grenade to destroy enemy cover to the more supernatural mutant-specific skills like sprouting wings and taking potshots at foes at higher ground. Despite there being a small amount of playable characters there is enough flexibility in their skill trees to encourage a diverse approach to each confrontation in addition to attempting to wisely utilize stealth options or gathered resources when one is able to do so.
The least inspired aspect of all is likely the storytelling itself, unfortunately. While the post-apocalyptic title most certainly has a heavy emphasis on atmosphere (and is generally better for it), the narrative plot twists are not only signposted long in advance but also leave one feeling like so little happened by the end journey with its shallow sequel tease. At the very least, however, it is somewhat amusing that the lead cast like to treat "ancients" throughout (or rather those akin to modern civilization in our world), by poking fun at the impracticality of many pieces of their technology or outright misinterpreting the usage of much of it.
More important than story qualms, though, and perhaps the biggest problem I had with playing the game at launch was its various technical issues. The biggest issue had to do with enemies being called in as reinforcements yet being unable to reach me (...or some taunted by one of the skills that I enjoyed using) and, conversely, I was unable to reach them, which left the title in a game-breaking state that made exiting combat impossible beyond being forced to reload an old save. Thankfully, despite happening a couple of times near the beginning, it was mostly patched out in recent updates. A few other technical quirks did consistently surface elsewhere, such as awkward load times and frequent visual stutters on PS4, which can distract from the experience.
As a first debut Mutant Year Zero: Road to Eden gets a fair amount right with its rewarding tactical gameplay and generally well-implemented stealth/gathering systems. Where it stumbles, unfortunately, is in its technical implementation (especially at launch with some game-breaking bugs) and a narrative/cast that is not all that compelling. There is still enjoyment to be had in this adventure despite its rough edges, however, and for those looking for a solid X-COM-like that tries its hand at some new ideas, Mutant Year Zero: Road to Eden should certainly fit the bill.
Pros
+ Creative take on turn-based tactical gameplay that also includes stealth/gathering gameplay systems
+ Unit variety, as well as weapons/gear, lend themselves to many strategic options
+ Characters that amusingly treat "ancients" with the amount of respect they deserve: none
Cons
- Occasional technical performance hiccups that are really jarring
- Stealthily picking off foes one by one can get somewhat tedious in the latter half
- Storytelling/cast are quite predictable and does not do much with either by the end
Overall Score: 7 (out of 10)
Good
Mutant Year Zero: Road to Eden is a rewarding, turn-based tactical title that gets plenty right in its first debut, but it has just enough rough edges, and narrative teasing, that one may find themselves wondering if a sequel could turn the brand into something truly special
Disclosure: This game was reviewed using downloadable PS4 code provided by the publisher.

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